Zork: the Cavern of Doom

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Zork: the Cavern of Doom US / 57-985-2 ê A TOR BOOK ê $1.95 CAN / 57-986-0 ê $2.50 AN INFOCOM BOOK(byS.EricMeretzky) A WH THE C AT AVERN OFDOOM - DO - I - DO - NOW BOOK#3 ® Remember those old choose-your-own-adventure books you used to have when you were six years old where you would flip from page to page creating the story as you went along. Well, okay, maybe you don't. But I certainly do. It was my first experience with role-playing, and is probably some of the first hypertext ever created. I've dug up a real gem of a book that cried out to me to be transcribed into HTML format. The original book is called "Zork, The Cavern Of Doom" and was written by S. Eric Meretzky for Infocom, the same person and company that created the interactive adventures that were hugely popular back in the days of forty columns. The book's copyright information follows. Scroll down to begin. This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. Copyright (C) 1983 by Infocom, Inc. ZORK is a registered trademark of Infocom, Inc. All rights reserved, including the right to reproduce this book or portions thereof in any form. Interior illustrations by Dell Harris. A TOR Book Published by Tom Doherty Associates, 8-10 W. 36th St., New York, New York 10018 First printing, September 1983 ISBN: 0-812-57985-2 Printed in the United States of America Distributed by Pinnacle Books, 1430 Broadway, New York, New York 10018 #3 THE CAVERN OF DOOM S. ERIC MERETZKY TOR A TOM DOHERTY ASSOCIATES BOOK Welcome to the Kingdom of Zork! You are bored. There's nothing on TV except some stupid reruns. You wander into your local book store and pick up an interesting-looking book entitled Zork: The Cavern of Doom. As usual, you turn to the first page and begin reading. The book is set in the magical land of Zork, where a new, incredibly rich underground realm has just been discovered. Dozens of adventurers have entered The Cavern of Doom, but none have returned. Only YOU can save them! There are bad-tempered warlocks, huge diamonds, dragons, and a giant empire to explore. It looks like this book is good! Do you choose to save the kingdom? If so, read on! Or do you choose to go home and watch reruns? Activision and Zork are registered trademarks of Activision, Inc. © 1983, 1996 Activision, Inc. Used with permission. Chris Boraski In front of the TV, your eyelids slowly close. A strange sound fills the room. Suddenly your eyes open; you realize that you have been snoring. You can't get that Zork book out of your mind, but the book store is already closed. Think again! Wouldn't it be wise to purchase the book now? Activision and Zork are registered trademarks of Activision, Inc. © 1983, 1996 Activision, Inc. Used with permission. Chris Boraski It is the first cool day after a week-long summer heat wave, so June and Bill are taking the opportunity to bicycle to Lookout Point in the hills outside of town. It is a favorite "secret pot" of theirs, and they come here often. As the sun reaches its zenith they arrive at Lookout Point, a small plateau bordered on one side by rolling hills and on the other side by a steep cliff. They sit down under the familiar overhanging rock, which offers some protection fromt he bright midday sun. The edge of the cliff is just a few yards away. Neither of them speaks for a long while. Finally, June breaks the silence. "You know what I've been thinking, Bill?" Bill absent-mindedly tosses a pebble over the edge of the cliff. "I give up. What've you been thinking?" "It's been two months since our last adventure..." "That's funny-I've been thinking about the Land of Zork all day, also." The Kingdom of Zork is a magical land far away, a land where Bill and June are known as Bivotar and Juranda, a land ruled by their "uncle" Syovar. Twice before, Bill and June have ventured there, once battling the evil Krill, would-be conqueror of Zork, and once saving Syovar from the terrible wizard Malifestro. Bill reaches into his pocket and removes the Ring of Zork, their gateway to the Land of Zork. Plzcing the ring on one's finger somehow transports one to that amazing land. As Bill holds up the ring, sunlight glints off its golden surface. Suddenly, a lizard scurries out from behind a clump of scrubgrass, startling Bill. He drops the Ring of Zork, which begins rolling along the rock toward the edge of the cliff. Bill and June both leap after it. Bill grasps as he slips on a patch of gravel at the cliff's edge. June grabs onto him, but they both lose their balance, and plunge over the precipice! The ground rushes toward them. Sharp boulders beckon. Bill and June are too terrified even to scream. Then, just before they hit the ground, the lighting changes. They land jarringly, but the fall is softened by a plush carpet. They look around in amazement, for they are in the throne room of the Castle of Zork! Moreover, they are dressed in adventurers' garb. Syovar stands with his back to them, apparently lost in thought. Through the wide doorways to the adjoining banquet hall, they can see a modest luncheon being served. Syovar, hearing the commotion of their arrival, slowly turns. He notices them, and his face lights up. "Juranda and Bivotar! I was just thinking about you two. How wonderful that you decided to drop in." "Well, it wasn't entirely intentional," begins Juranda. She explains what happened. "Frobs above!" explains Syovar. "You two are pretty lucky. You must have been protected by the power of the ring. Or maybe it was the fact that I was thinking of you...Sometimes magic works in ways we don't understand." As if to illustrate Syovar's last comment, the Ring of Zork suddenly appears in mid-air and falls to the floor. Syovar picks the ring up and puts it safely in his pocket. "Well. There's a small banquet going on, and there'll be a play presented afterwards, I believe. Today is also the date of the jousting finals, on the meadow outside the castle. The competition begins in about an hour. Or, you can go to the annual crats fair in the courtyard." "Those all sound like fun," Juranda says. "But what I would most like to do, if you're interested, is go to my library and talk, and get to know each other better. I could tell you tales about the fall of the Great Underground Empire, and about the early campaigns against the evil Krill. I used to be considered a spellbinding storyteller." "That sounds interesting," says Bivotar. Go to the banquet and play? Attend the jousting finals? Visit the crafts fair? Stay and listen to Syovar's stories? Activision and Zork are registered trademarks of Activision, Inc. © 1983, 1996 Activision, Inc. Used with permission. Chris Boraski "Let's got to the banquet," Bivotar decides. "I'm pretty hungry." "Always found them to be noisy affairs," Syovar comments, "but if that's what you want..." He leads them into the banquet hall, a huge room whose far wall is a tremendous mirror, and announces them. Most of the guests recognize Bivotar and Juranda from their previous visits to Zork, and they are greeted heartily. Great platters of pheasant and wiled boar are accompanied by an amazing variety of fresh breads, salads, and vegetables. Syovar performs several impressie magic tricks, including levitating the entire table. The jester, Perilon, performs some amusing skits. For dessert, the waiters bring out enormous trays heaped with exotic chocolates, and the finest fruits in season. After the meal, the play begins, featuring a troupe of traveling actors. The play is fairly interesting, being about an aged wizard, exiled from his homeland, who has begun to lose his powers and amuses himself by harassing passing adventurers. Finally, Bivotar and Juranda are escorted to the luxurious guest rooms of the castle. The following morning, Juranda whispers to Bivotar, "You know, I've been feeling a little guilty. Samovar really seemed to want to spend some time alone with us." "I've been thinking the same thing, Juran. Let's ask Syovar if we can do that today." Go to Syovar. Activision and Zork are registered trademarks of Activision, Inc. © 1983, 1996 Activision, Inc. Used with permission. Chris Boraski "I want to go to the banquet," states Bivotar. "I'd like to see the crafts fair," Juranda argues. They compromise on the jousting finals and tell Syovar of their decision. "Always thought jousting was pretty barbaric myself," Syovar comments. He accompanies them out to the meadow beyond the castle moat. Large grandstands have been erected around the jousting area. Thousands of people from the surrounding towns fill the stands. Knights, their armor gleaming in the noontime sun, parade about on horseback. Brighly-colored banners flap in the breeze. Syovar leads them to seats in the royal box as the tournament begins. The jousts are fierce and exciting, and the crowds cheer loudly. Elves wind through the stands, selling sweetmeats and rare fruits from far-off lands. After the tournament is over, and Syovar has awarded ribbons to the winners, fires are lit and a gigantic barbeque begins.
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